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Arcade › Roof Rivals
Click the game above and it runs right here in your browser. No download, no installer, no account needed. masonapoplin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Roof Rivals yet. Play it, then tell masonapoplin what you would add next.
Roof Rivals was built by masonapoplin with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Roof Rivals opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a responsive browser-based local two-player arcade game titled “Roof Rivals.” Use a full-window canvas with a dark navy/black visual theme and a centered HTML-style menu panel. The opening menu should show the large title “ROOF RIVALS,” the subtitle “Two players. Three quick battles. First to 5 wins.”, and three horizontally arranged rounded buttons (stacked vertically on narrow screens): “Rooftop Duel” with “Shoot and knock out,” “Coin Rush” with “Grab the coin first,” and “Road Rush” with “Race to the finish.” Use a deep translucent navy panel with a blue-gray border, rounded corners, and clean system sans-serif typography. This is a local two-player match consisting of repeated quick rounds. Track a visible score as “P1 [score] — [score] P2”; the first player to reach 5 round wins wins the match. After a round ends, darken the playfield with a translucent overlay and show either “PLAYER 1 WINS THE ROUND” or “PLAYER 2 WINS THE ROUND,” then “Next round loading…”; automatically start the next round after a short delay. When a player reaches 5, show “PLAYER 1 WINS THE MATCH!” or “PLAYER 2 WINS THE MATCH!” and “Match complete,” then reset the match shortly afterward. Put a rounded top-center HUD bar containing the mode name, score, and a “Modes” button that returns to the menu. Show a small rounded bottom-center control legend appropriate to the selected mode. Mode 1, Rooftop Duel: draw a dark blue nighttime skyline background with a vertical gradient, blocky distant building silhouettes, and a pale yellow moon near the upper-right. At the bottom, draw a light rooftop edge strip and a large dark slate roof surface with lighter short horizontal markings. Place Player 1 on the left and Player 2 on the right. Each player is a simple stylized humanoid: a solid cyan or pink rectangular body, a pale circular head, a small dark visor/face mark, and a short colored arm/gun-like bar pointing outward. Player 1 is cyan and Player 2 is pink. Both can move horizontally and jump with gravity, bounded within the screen. Player 1 controls: A/D move, W jump, F shoot. Player 2 controls: Left/Right arrows move, Up arrow jump, L shoot. Projectiles are small glowing circular bullets: cyan/pale blue for P1 and pale pink for P2, traveling horizontally toward the opponent. Give shooting a brief cooldown. A bullet hit knocks out the opposing player, fades that player, and ends the round. Mode 2, Coin Rush: use the same two simple humanoid players and horizontal movement/jumping controls, but place them on a dark blue rooftop/platform with a light top edge and sparse vertical rooftop structures. Put a glowing yellow coin at screen center, with a subtle pulsing size and pale outline. P1 uses A/D to move and W to jump; P2 uses Left/Right and Up. The first player whose avatar gets close enough to the coin wins immediately. Do not include shooting in this mode. Mode 3, Road Rush: draw a dark slate roadway spanning most of the screen, with pale borders near the top and bottom and repeated short pale lane markings across the road. Place a vertical yellow finish marker near the right side. Represent the two players as simple colored cars rather than humanoids: cyan P1 and pink P2, each with a rectangular body, pale blue windshield, and two dark wheels. Both start near the left side on separate lanes. P1 steers/accelerates using A/D and P2 using Left/Right. Horizontal input accelerates the car, with mild drag/friction, and the first car to reach the yellow finish line wins. Keep each car constrained to the roadway and do not add jumping or weapons. Implement smooth animation with delta-time updates, responsive canvas resizing, keyboard input prevention for arrows/space, and simple unobtrusive oscillator beeps for shooting, coin collection, and round wins. Keep the art as clean 2D geometric shapes, with no external assets, no invented powerups, no AI opponents, and no online multiplayer.